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To complete the example, add a factory class to create a new instance of the particle mesh. IsTextureTransparent = true; return new ReachExplosionParticleDisplay( sphereBuffer, sphereEffect); } } How it works... The heart of the ReachExplosion class lies with the use of the XNA Curve class. Via the Curve class, we can take the relatively random nature of the particle stream and mold it into the visually satisfying shape of a gaseous explosion. Two instances of the Curve class are created within the constructor of the ReachExplosion class.

Info Applying Special Effects 3. Height) / 2; } 4. None }; 5. Add a new method to perform the ocular test: public void Measure(Matrix view, Matrix projection) { 6. Y); lightBehindCamera = false; 7. PixelCount / queryArea, 1); } 8. Projection = Matrix. info Applying Special Effects 9. End(); occlusionQueryActive = true; 10. End(); } How it works... XNA and the underlying DirectX infrastructure contain a rather handy little diagnostic tool in the form of the occlusion test. With this test, you can count how many pixels were filled when trying to render a particular portion of a scene.